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Pojo's Yu-Gi-Oh Card of the Day
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Reviewer's Choice
of Banned Cards
Date Reviewed - 03.04.05 |
ExMinion OfDarkness |
Magical Scientist
Scientist finally got the boot.
Konami made it VERY clear they want NO first turn
kills in the Advanced Format, and horribly limited
them in the Traditional Format. Scientist's first
turn kill, Elma's many infinite loop combos, and the
Makyura the Destructor/Chick the Yellow/Call of the
Haunted combos will be eliminated come 4/1.
I play m0rph, so this hurts, but not as bad as
everyone thinks. I've honestly used Scientist very
little compared to morphing Serpent, Scapegoats,
Different Dimension Dragon, Chaos Sorcerers, Mobii (Mobiuses),
and opponent's monsters that were stolen than
Scientisted-out fusions.
I understand its ban, and it's really unfortunate
that "combo bans" couldn't be done in place of
this...for example, stuff like "If you play
Scientist, you can't have Catapult Turtle in the
deck. You can play Makyura as long as the deck
doesn't have Chick the Yellow. Mirage of Nightmare
can be used if the deck doesn't have Emergency
Provisions or MST, and so on..."
I'm just glad that this gives other players one less
possible answer to a BLS smacking them in the face.
5/5 until it's banned.
|
Coin Flip |
I'm
going to do something different from the other
reviewers today and give you a Japanese card for
review. Just so you know, we will never, ever see
this played in official tournies in America because
it was a mistake on the part of Konami. It's a
shame, yes, but once you see the effect, maybe
you'll agree with me when I see it's unbelievably
powerful.
Sixth Sense
Normal Trap
Call two numbers between 1 and 6 (including 1 and
6). Your opponent rolls a six-sided die. If it is a
number other than the one you called, discard that
number of cards from the top of your deck. If it is
one of the numbers you called, draw that many cards
from your deck.
Ah, the memories of brutally being owned or owning
in duels thanks to this card are coming back... Just
in case you were wondering, this thing is featured
(or should be) in every single deck in Japan as of
today (Feb. 28, the day I write this). Come
tomorrow, when the Japanese banlist appears, it will
never be featured in a tournament deck again.
So why is this thing so powerful? If you don't call
the number right, you lose cards from the top of
your deck that might be very good ones.
I can tell you that. I've lost a Pot of Greed or a
Mirror Force to this card before when I really
needed them. But let's take a quick look at the odds
here.
Let's say that you call 5 and 6, specifically (which
are the only numbers you should EVER call). Well
gee, what just happened? Let's say you fail. Which
you have a 2/3 (4/6, more specifically) chance of
doing. You discard, at the most, 4 cards from your
deck. If you are running Chaos and have drawn an
Envoy, this just dumped a LIGHT and DARK in the
graveyard for you. If you are running Reversal of
Worlds (I should have mentioned this before, but if
I haven't, you have to have 15 cards in your
graveyard and it switches deck and graveyard, normal
trap, check DM7FGD's articles for more depth). It
thins the deck in Exodia (which could use Monster
Reincarnation if the Head was dropped, or Compulsory
Evacuation Device with revival), and does a large
amount of other useful things. The "downside" isn't
really a "downside" at all.
Let's say that you call it right. Hey, you just drew
5 or 6 cards.
Your opponent is whimpering and currently thinking
how he can best save his remaining pride.
There's a good reason we won't ever see this card in
play in America.
The 1/3 chance to win the game you are currently
playing is that reason.
It earns a 5/5 in all formats upon release. Well, in
the few formats it is still legal in, anyway.
|
Tranorix |
Butterfly Dagger – Elma
I’m going to review Elma, since (out of the choices
given) it’s basically the only one worth reviewing
that I haven’t reviewed already. Elma was never a
fantastic card, only boasting a 300 ATK boost; and
the effect of returning when destroyed was good but
not very reliable.
So why the ban? Well, in case you don’t know about
them yet, there are a few combos with Elma that
result in instant wins. Play it on Gearfried –
repeatedly – when you have a Royal Magical Library
on the field and you get to draw your entire deck (Exodia,
anyone?) Play it on Gearfried when you have Fire
Princess and Morale Boost on the field and you get
an instant win through Burn damage. And there are
two others, one involving Magical Marionette and one
involving Spell Absorption (in FET); both of those
also involve Gearfried.
But these combos aren’t exactly easy to pull off
(maybe the one with Spell Absorption is, but
still…), or at least they aren’t played very often
here. However, they are in Japan, and this ban list
was made with Japan in mind – First Turn Kills are
essentially a thing of the past now. Elma was a
decent card, a decent card with a lot of potential –
perhaps too much – so it was banned.
I’ll leave it to you to decide whether it was a good
choice.
Traditional – CCCC: 2/5
Traditional – Exodia: 4/5
Advanced – CCWC: 2.5/5
Advanced – Exodia: 4.5/5
OVERALL RATING: 3.3/5
|
Snapper |
For
the final card this week we’re supposed to review
one of the newly banned cards. But because I
basically agree with all the new bannings, I’m going
to instead review a newly limited card, Dark
Scorpion - Chick the Yellow.
Chick is, no matter how you look at him, a bad
monster. 1000 ATK won’t get him very far, even with
his Warrior classification. Sure it offers him power
boosts and the chance to be easily searched for, but
Chick isn’t a monster worthy of such privileges. And
sadly for Chick, his effects don’t do him much good
either. Like all of the Dark Scorpions, Chick has
the option of using two effects whenever he does
damage to the opponent’s Life Points. In Chick’s
case he can a) return one card on the field to the
owner’s hand or
b) allow Chick’s contoller to look at the card on
top of the opponent’s Deck and return it to the top
or bottom of said Deck. Both effects are not
something you’d want to waste your time trying to
use, or something you’d be able to use easily.
Remember Chick’s wonderful ATK? It’s not going to
help him much in damaging the opponent.
So by the looks of it there is no reason to have
limited a monster such as Chick, correct? Well
that’s basically true, but Chick actually does have
one use, and that’s with Makyura the Destructor and
Call of the Haunted.
Activate the now banned Makyura’s effect through
something like Graceful Charity, and activate Call
of the Haunted to Special Summon Chick. Have Chick
do damage to the opponent and use his effect to
return CotH to your hand, destroying Chick. Activate
Call of the Haunted from your hand (thanks to
Makyura) and Special Summon Chick. Attack with him,
and repeat the process to achieve an OTK, assuming
your opponent had nothing to stop Chick’s
effect/Chick. While this possible automatic win
seems like a reasonable excuse to limit Chick,
Makyura (as already said) has been banned, taking
away all chances of using this combo. So my question
is this: why limit Chick now that its useless? I
guess you could use it in Traditional, but if you’re
going to play Traditional thare are better OTKs than
Chick…
Advanced Format: 1/5. No reason to use it.
Traditional Format: 2.5/5. Since you can use Makyura…
Overall: 1.75/5.
Art: 2/5. That mallet isn’t very intimidating.
|
dawnyoshi |
Of
all the cards that were banned, I'm wondering why
Makyura the Destructor had to be added to the
list...it makes an old duelist sad. =(
Makyura the Destructor was easily one of my favorite
warriors in this game. Its effect is by far one of
the most innovative effects introduced into this
environment...it also created the potential for some
very deadly combos. One of the reasons it saw
banning was because of its combo with Dark Scorpion-
Chick the Yellow and Call of the Haunted. With
Makyura's effect active, you could have Chick
inflict almost endless direct attacks to your
opponent's life points. Combo number two involves a
lot of flip effect monsters like Morphing Jar and
Cyber Jar, Desert Sunlight, and eventually decking
your opponent out, most commonly used with Card
Destruction and Serial Spell. Reversal of Worlds was
Makyura's third major use, but that's not out in
America yet.
Was it worth banning? In my opinion, not at all.
This executioner certainly has some great
versatility, but it's not completely unstoppable,
and these combos rarely happen on turn 1. It's
likely, but it's much harder to pull off than the
Scientist FTK. Hopefully this card will be unbanned
in the future, as America should be given its chance
to try this card out.
Oh, and this thing's just a rare draft pick in
limited. Its effect won't be that useful, and there
are better choices for your deck.
Traditional: 4/5
Advanced: 3.5/5
Limited: 2/5
|
Otaku |
Well, it’s another Reviewer’s Choice day with
the condition that it pertains directly to what
was added or removed from the upcoming Ban
List. I’ve heard a lot of commotion over how
the loss of Painful Choice will hurt
Chaos decks. I agree that it will, but I don’t
think it will be as serious as a lot of people
make it out. Read on to find out why.
Name:
Painful Choice
Set:
Magic Ruler
Rarity:
Super Rare
Type:
Spell Card
Text:
Select 5 cards from your deck and show them
to your opponent. Your opponent must select
1 card that will be added to your hand.
Discard the remaining cards to the
Graveyard.
I am short on time, so I won’t be quite as
“structured” as normal. This card has an
excellent effect that many overlooked at first.
To be fair, until we had three great generic
resurrection cards (Call of the Haunted,
Monster Reborn, and Pre-Mature Burial)
it wasn’t that great. Now though, we have not
only those but several card effects that are
aided or entirely dependant upon the contents of
your Graveyard. The first time this card was
reviewed, only Yonex
saw this cards real potential, and was pre-Chaos
for the Japanese era. Everyone else dismissed
it as just something for Exodia. Oh
well, I am pretty sure I didn’t get this card
either at the time. Anyway, with all the
recursion we have available now, even if your
deck isn’t running something that feeds off the
Graveyard, you run this. Why? Pick Sinister
Serpent, then 4 pieces of TecH or other
situational cards that have served their purpose
or will serve their purpose in the discard.
It’s also good for main hitters if they can be
revived to full use. Now
all that is easily at hand for the cost of a
recursion card. We got some more of
those recently, didn’t we: Monster
Reincarnation and A Feather of the
Phoenix are both unrestricted cards that
meant, thanks to Sinister Serpent,
Night Assailants, or the like, made it even
easier to turn Painful Choice into
multi-card deck manipulation.
Now, for those who have talked with me about it,
they know I detest “staples”. I am none too
fond of cards that, even when not counted as
staples, are “general use” cards. The reason
for the former should be obvious; it forces you
to spend deck slots to remain competitive, since
a lot of time the only reason to run a staple it
to counter said staple in another deck. Yes,
staples, as a whole help every deck, but they
tend to help some decks significantly more than
others. That’s where I begin to dislike
“general use” cards as well. What do I mean by
“general use”? I use the term to denote cards
that can be used in almost any deck with no real
effort to full effect. They may not seem very
powerful when compared to more specialized
cards, but when enough general use cards
accumulate, you tend to get the dominant deck
archetype. How so? Well, look at how this game
began. In the days of “starter deck only”
Yu-Gi-Oh, the generic
Beatdown deck was born despite all cards
being available from two different theme decks!
Field Spells were useless not because they were
easy to destroy (you going to “waste”
De-Spell on Yami
when Sword of Darkness would likely be
the real threat?), but because the minimal
attack boost ended up applying to most of the
commonly played attackers, namely Summoned
Skull and LaJinn.
But I digress, let’s
get back to why I really chose Painful Choice.
I disagree with Painful Choice being
banned because, even though it is either a
staple or a general use card, we don’t have
replacements available for it (that I would want
to be non-general use), and it really only makes
a handful of decks over-powered. Further, only
one deck really abused it beyond tolerance:
Chaos. It would have been much better to get
rid of the source of Chaos’ (and
aggro’s) power. For
Chaos, that would Black Luster Soldier-Envoy
of the Beginning. For
aggro, mainly
restricting/semi-restricting the cards that
really put it over the top. Banning
Painful Choice means little to
Aggro, and is a mere
annoyance to Chaos.
Why do I think it won’t matter to Chaos? While
it did afford Chaos some sick tricks, they only
depended on it for said sick tricks, not for
viability. As Jae
(I think >_<) mentioned not too long ago,
Magical Merchant can really help Chaos.
It’s searchable by the returned Sangan,
and since you probably are running at Book of
Moon anyway and you need Light Monsters,
searching it out with Shining Angel can
still prove useful. Magical Merchant,
for those who have forgotten, is a small flip
effect Monster which basically dumps the top
cards from your deck until you hit a Spell or
Trap card. With those recent recursion
additions, it’s even less a problem than before
to discard large quantities of Monsters. It is
a hair slower, but speed tends to be a relative
concept: the loss of Painful Choice slows
many decks far worse than it hit Chaos, or Chaos
was just so much faster than those decks to
begin with it makes little difference. We also
got Graceful Charity back. Like
Painful Choice, it either speeds up Chaos as
much as most any other deck,
or it ends up increasing its lead.
Ratings
Traditional:
4/5-Feed the Chaos, or pretty much anything
else.
Advanced:
4/5-Same thing until it gets banned.
Limited:
4/5-Chuck all the filler you were forced to run
or maybe if you are lucky, be able to draw the
one of five cards that you need to win (“I only
had a tribute Monster…”).
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